Files
wxWidgets/src/univ/button.cpp
2003-08-03 20:58:56 +00:00

416 lines
11 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: univ/button.cpp
// Purpose: wxButton
// Author: Vadim Zeitlin
// Modified by:
// Created: 14.08.00
// RCS-ID: $Id$
// Copyright: (c) 2000 SciTech Software, Inc. (www.scitechsoft.com)
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
#ifdef __GNUG__
#pragma implementation "univbutton.h"
#endif
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#if wxUSE_BUTTON
#ifndef WX_PRECOMP
#include "wx/dcclient.h"
#include "wx/dcscreen.h"
#include "wx/button.h"
#include "wx/validate.h"
#include "wx/settings.h"
#endif
#include "wx/univ/renderer.h"
#include "wx/univ/inphand.h"
#include "wx/univ/theme.h"
#include "wx/univ/colschem.h"
// ----------------------------------------------------------------------------
// constants
// ----------------------------------------------------------------------------
// default margins around the image
static const wxCoord DEFAULT_BTN_MARGIN_X = 0; // We should give space for the border, at least.
static const wxCoord DEFAULT_BTN_MARGIN_Y = 0;
// ============================================================================
// implementation
// ============================================================================
IMPLEMENT_DYNAMIC_CLASS(wxButton, wxControl)
// ----------------------------------------------------------------------------
// creation
// ----------------------------------------------------------------------------
void wxButton::Init()
{
m_isPressed =
m_isDefault = FALSE;
}
bool wxButton::Create(wxWindow *parent,
wxWindowID id,
const wxBitmap& bitmap,
const wxString &label,
const wxPoint &pos,
const wxSize &size,
long style,
const wxValidator& validator,
const wxString &name)
{
// center label by default
if ( !(style & wxALIGN_MASK) )
{
style |= wxALIGN_CENTRE_HORIZONTAL | wxALIGN_CENTRE_VERTICAL;
}
if ( !wxControl::Create(parent, id, pos, size, style, validator, name) )
return FALSE;
SetLabel(label);
SetImageLabel(bitmap);
// SetBestSize(size); -- called by SetImageLabel()
CreateInputHandler(wxINP_HANDLER_BUTTON);
return TRUE;
}
wxButton::~wxButton()
{
}
// ----------------------------------------------------------------------------
// size management
// ----------------------------------------------------------------------------
/* static */
wxSize wxButtonBase::GetDefaultSize()
{
static wxSize s_sizeBtn;
if ( s_sizeBtn.x == 0 )
{
wxScreenDC dc;
// this corresponds more or less to wxMSW standard in Win32 theme (see
// wxWin32Renderer::AdjustSize())
// s_sizeBtn.x = 8*dc.GetCharWidth();
// s_sizeBtn.y = (11*dc.GetCharHeight())/10 + 2;
// Otto Wyss, Patch 664399
s_sizeBtn.x = dc.GetCharWidth()*10 + 2;
s_sizeBtn.y = dc.GetCharHeight()*11/10 + 2;
}
return s_sizeBtn;
}
wxSize wxButton::DoGetBestClientSize() const
{
wxClientDC dc(wxConstCast(this, wxButton));
wxCoord width, height;
dc.GetMultiLineTextExtent(GetLabel(), &width, &height);
if ( m_bitmap.Ok() )
{
// allocate extra space for the bitmap
wxCoord heightBmp = m_bitmap.GetHeight() + 2*m_marginBmpY;
if ( height < heightBmp )
height = heightBmp;
width += m_bitmap.GetWidth() + 2*m_marginBmpX;
}
// The default size should not be adjusted, so the code is moved into the
// renderer. This is conceptual wrong but currently the only solution.
// (Otto Wyss, Patch 664399)
/*
// for compatibility with other ports, the buttons default size is never
// less than the standard one, but not when display not PDAs.
if (wxSystemSettings::GetScreenType() > wxSYS_SCREEN_PDA)
{
if ( !(GetWindowStyle() & wxBU_EXACTFIT) )
{
wxSize szDef = GetDefaultSize();
if ( width < szDef.x )
width = szDef.x;
}
}
*/
return wxSize(width, height);
}
// ----------------------------------------------------------------------------
// drawing
// ----------------------------------------------------------------------------
void wxButton::DoDraw(wxControlRenderer *renderer)
{
if ( !(GetWindowStyle() & wxBORDER_NONE) )
{
renderer->DrawButtonBorder();
}
renderer->DrawLabel(m_bitmap, m_marginBmpX, m_marginBmpY);
}
bool wxButton::DoDrawBackground(wxDC& dc)
{
wxRect rect;
wxSize size = GetSize();
rect.width = size.x;
rect.height = size.y;
if ( GetBackgroundBitmap().Ok() )
{
// get the bitmap and the flags
int alignment;
wxStretch stretch;
wxBitmap bmp = GetBackgroundBitmap(&alignment, &stretch);
wxControlRenderer::DrawBitmap(dc, bmp, rect, alignment, stretch);
}
else
{
m_renderer->DrawButtonSurface(dc, wxTHEME_BG_COLOUR(this),
rect, GetStateFlags());
}
return TRUE;
}
// ----------------------------------------------------------------------------
// input processing
// ----------------------------------------------------------------------------
void wxButton::Press()
{
if ( !m_isPressed )
{
m_isPressed = TRUE;
Refresh();
}
}
void wxButton::Release()
{
if ( m_isPressed )
{
m_isPressed = FALSE;
Refresh();
}
}
void wxButton::Toggle()
{
if ( m_isPressed )
Release();
else
Press();
if ( !m_isPressed )
{
// releasing button after it had been pressed generates a click event
Click();
}
}
void wxButton::Click()
{
wxCommandEvent event(wxEVT_COMMAND_BUTTON_CLICKED, GetId());
InitCommandEvent(event);
Command(event);
}
bool wxButton::PerformAction(const wxControlAction& action,
long numArg,
const wxString& strArg)
{
if ( action == wxACTION_BUTTON_TOGGLE )
Toggle();
else if ( action == wxACTION_BUTTON_CLICK )
Click();
else if ( action == wxACTION_BUTTON_PRESS )
Press();
else if ( action == wxACTION_BUTTON_RELEASE )
Release();
else
return wxControl::PerformAction(action, numArg, strArg);
return TRUE;
}
// ----------------------------------------------------------------------------
// misc
// ----------------------------------------------------------------------------
void wxButton::SetImageLabel(const wxBitmap& bitmap)
{
m_bitmap = bitmap;
SetImageMargins(DEFAULT_BTN_MARGIN_X, DEFAULT_BTN_MARGIN_Y);
}
void wxButton::SetImageMargins(wxCoord x, wxCoord y)
{
m_marginBmpX = x + 2;
m_marginBmpY = y + 2;
SetBestSize(wxDefaultSize);
}
void wxButton::SetDefault()
{
m_isDefault = TRUE;
}
// ============================================================================
// wxStdButtonInputHandler
// ============================================================================
wxStdButtonInputHandler::wxStdButtonInputHandler(wxInputHandler *handler)
: wxStdInputHandler(handler)
{
m_winCapture = NULL;
m_winHasMouse = FALSE;
}
bool wxStdButtonInputHandler::HandleKey(wxInputConsumer *consumer,
const wxKeyEvent& event,
bool pressed)
{
int keycode = event.GetKeyCode();
if ( keycode == WXK_SPACE || keycode == WXK_RETURN )
{
consumer->PerformAction(wxACTION_BUTTON_TOGGLE);
return TRUE;
}
return wxStdInputHandler::HandleKey(consumer, event, pressed);
}
bool wxStdButtonInputHandler::HandleMouse(wxInputConsumer *consumer,
const wxMouseEvent& event)
{
// the button has 2 states: pressed and normal with the following
// transitions between them:
//
// normal -> left down -> capture mouse and go to pressed state
// pressed -> left up inside -> generate click -> go to normal
// outside ------------------>
//
// the other mouse buttons are ignored
if ( event.Button(1) )
{
if ( event.LeftDown() || event.LeftDClick() )
{
m_winCapture = consumer->GetInputWindow();
m_winCapture->CaptureMouse();
m_winHasMouse = TRUE;
consumer->PerformAction(wxACTION_BUTTON_PRESS);
return TRUE;
}
else if ( event.LeftUp() )
{
if ( m_winCapture )
{
m_winCapture->ReleaseMouse();
m_winCapture = NULL;
}
if ( m_winHasMouse )
{
// this will generate a click event
consumer->PerformAction(wxACTION_BUTTON_TOGGLE);
return TRUE;
}
//else: the mouse was released outside the window, this doesn't
// count as a click
}
//else: don't do anything special about the double click
}
return wxStdInputHandler::HandleMouse(consumer, event);
}
bool wxStdButtonInputHandler::HandleMouseMove(wxInputConsumer *consumer,
const wxMouseEvent& event)
{
// we only have to do something when the mouse leaves/enters the pressed
// button and don't care about the other ones
if ( event.GetEventObject() == m_winCapture )
{
// leaving the button should remove its pressed state
if ( event.Leaving() )
{
// remember that the mouse is now outside
m_winHasMouse = FALSE;
// we do have a pressed button, so release it
consumer->GetInputWindow()->SetCurrent(FALSE);
consumer->PerformAction(wxACTION_BUTTON_RELEASE);
return TRUE;
}
// and entering it back should make it pressed again if it had been
// pressed
else if ( event.Entering() )
{
// the mouse is (back) inside the button
m_winHasMouse = TRUE;
// we did have a pressed button which we released when leaving the
// window, press it again
consumer->GetInputWindow()->SetCurrent(TRUE);
consumer->PerformAction(wxACTION_BUTTON_PRESS);
return TRUE;
}
}
return wxStdInputHandler::HandleMouseMove(consumer, event);
}
bool wxStdButtonInputHandler::HandleFocus(wxInputConsumer * WXUNUSED(consumer),
const wxFocusEvent& WXUNUSED(event))
{
// buttons change appearance when they get/lose focus, so return TRUE to
// refresh
return TRUE;
}
bool wxStdButtonInputHandler::HandleActivation(wxInputConsumer *consumer,
bool WXUNUSED(activated))
{
// the default button changes appearance when the app is [de]activated, so
// return TRUE to refresh
return wxStaticCast(consumer->GetInputWindow(), wxButton)->IsDefault();
}
#endif // wxUSE_BUTTON